Maps

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Re: Maps

Postby Chakravanti » Wed Dec 30, 2009 7:13 pm

sabinati wrote:um, i'm pretty sure he only has that ability on his admin account, not his regular playing character alt account

His regular character is on his dev account. He can buff, heal & cheat with the flick of a wrist.
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Re: Maps

Postby Phalacrox » Wed Dec 30, 2009 7:48 pm

While mapping I found a runestone saying "2% iron". When I prospected no minerals were found. Could I have found something if my extract was of better quality?
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Re: Maps

Postby jorb » Wed Dec 30, 2009 7:52 pm

Nope. Someone probably found the mine in question. Once the mine has been built it no longer shows up as a spot on prospect reports. Q is irrelevant for rustroot exctrat/prospecting.
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Re: Maps

Postby Phalacrox » Wed Dec 30, 2009 8:03 pm

I haven't seen any mine hole around. Just construction sites to show high quality soil.
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Re: Maps

Postby sabinati » Wed Dec 30, 2009 8:29 pm

well if you were at 2% then the mine is almost 500 tiles away isn't it?
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Re: Maps

Postby ElGato » Wed Dec 30, 2009 8:40 pm

Phalacrox wrote:I haven't seen any mine hole around. Just construction sites to show high quality soil.

you will not see a mine hole until you build it >.>
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Re: Maps

Postby Sarien » Wed Dec 30, 2009 8:45 pm

I started out as a village fisherman, so I had a lot of time spent riding around in boats and decided to take up mapping. Mapping and exploring has turned out to be one of the funner parts of the game for me, believe it or not.

Before, when I tried to combine it with boat hunting and wasn't able to walk the land safely, it got very tedious juggling inventory all the time and getting knocked out just to complete that last sqaure of a map. Since archery was made useless, and I can handle the wilderness a bit better, it has become more doable.

I take a chest full of mapping/prospecting gear and another chest for gathering chants, then set out in a boat, testing resources along the way.

It does require metagaming to make the maps actually useful, such as tieing them all together and marking the found resources, but maybe those features will be worked on in future development. Being able to label them would also be a nice addition.

Some folks don't realize, you can use water from a waterskin or flask to mix the ink, so it's just a matter of grabbing some feathers (and dex meat) from chickens along the way, and picking up inkweed and rustroot as you find them. Since I'm ridiculously prone to throwing my flasks in the river, I carry a couple of extra hides in the chest. Either to be turned into parchment or a new waterskin, whichever the occasion might demand.

I come home with some more map blanks filled in and a chest full of dexterity. Not to mention a better awareness of the world around me. Not too bad for a few hours work and a little patience.

Seriously, can't we put a string around these flasks or something to keep me from throwing them in the river? I'm not a fast learner.
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Re: Maps

Postby Lothaudus » Thu Dec 31, 2009 2:38 am

Caradon wrote:Yea but you have the ability to teleport like a fairy

I'm pretty sure jorb could just ping the server and generate a map of every supergrid. I'd go one further and say I'm pretty sure loftar has already done that when he built the world.

Souai wrote:I guess I avoided this issue by methodically preparing an entire chest before I began mapping and being systematic in my mapping process.

Yeah, I think that's it. If you're mapping the world systematically then you go out prepared and you can do a section at a time so your sort your maps without getting lost; confused or running out of paper. Where-as if you try to map the length of a river, you need substantially more paper and you end up with maps that consist of only a corner bit (because the river hooks around) and no idea how they all go together.

Sarien wrote:Before, when I tried to combine it with boat hunting and wasn't able to walk the land safely, it got very tedious juggling inventory all the time

^ Also this.
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